To create empty map, define its size by choosing option from drop-down list or enter required size manually in the text fields and press Ok button. Check **Two level map** option to create map with underground.
`Note: there are no limits on map size but be careful with sizes larger predefined XL size. It will be processed quite long to create even empty map. Also, it will be difficult to work with the huge maps because of possible performance issues`
Templates are dynamically filtered depending on parameters you choose.
* [Default] template means that template will be randomly chosen
* If you see empty list it means that there are no templates fit your settings. It could be related to the settings chosen or it can mean that there are no templates install.
There are 3 buttons switching views <imgwidth="131"alt="Снимок экрана 2022-09-07 в 06 48 08"src="https://user-images.githubusercontent.com/9308612/188777527-b7106146-0d8c-4f14-b78d-f13512bc7bad.png">
Actually, the process to draw rivers or roads is exactly the same as for terrains. You need to select tiles and then choose road/river type from the panel.
_Erasing works either for roads or for rivers, e.g. empty button from the roads tab erases roads only, but not rivers. You also can safely select bigger area, because it won't erase anything on tiles without roads/rivers accordingly_
1.**Make sure that no one terrain brush is selected.** To de-select brush click on selected brush again.
2. Select object you'd like to remove by simple clicking on it. **You cannot review and modify properties for several objects, multiple selection is not supported.**
3. Go to the **inspector** tab. You will see object's properties
Objects with flags can be assigned to the player. Find Owner property in the inspector for selected object, press twice to modify right cell. Type player number from **0 to 7 or type NEUTRAL** for neutral objects.
You will see a window with player settings. Combobox players defines amount of players on the map. To review settings for particular player scroll the internal window. There are bunch on settings for each player you can change.
`Important: at least one player must be controlled as Human/CPU. Maps without human players won't be started in the game at most cases`
vcmieditor is independent application so potentially it can be installed just in the folder with existing stable vcmi. However, on the initial stages of development compatibility was not preserved because major changes were needed to introduce into vcmi library. So it's recommended to download full package to use editor.
vcmieditor haven't introduced any change into map format yet, so all maps made by vcmieditor can be easily played with any version of vcmi. At the same time, those maps can be open and read in the old map editor and vice verse - maps from old editor can be imported in the new editor. So, full compatibility is ensured here.
vcmieditor loads set of mods using exactly same mechanism as game uses and mod manipulations can be done using vcmilaucnher application, just enable or disable mods you want and open editor to use content from those mods. In regards on compatibility, of course you need to play maps with same set of mods as you used in the editor. Good part is that is maps don't use content from the mods (even mods were enabled), it can be played on vcmi without mods as well
* Objects from mods related to new terrains (if mod adds any) should not be filtered this way, instead choose terrain from terrains filter on the top of objects browser
In the future, the will be support of mods versioning so map will contain information about mods used and game can automatically search and activate required mods or let user know which are required. However, it's not implemented yet